
/************** position color texture *******************/

const char * Shaders::ShaderCode_PositionColorTexture = R"(


Texture2D colorMap_ : register( t0 );
SamplerState colorSampler_ : register( s0 );

struct VertexIn
{
    float3 pos : POSITION;
    float4 color : COLOR;
	float2 tex0 : TEXCOORD0;
};

struct VertexOut
{
    float4 pos : SV_POSITION;
    float4 color : COLOR;
	float2 tex0 : TEXCOORD0;
};

VertexOut vs_main(VertexIn pIn)
{
    VertexOut pOut=(VertexOut)0;
	pOut.pos = float4(pIn.pos, 1.0f);         
    pOut.color = pIn.color;    
	pOut.tex0 = pIn.tex0;
    return pOut;
}

float4 ps_main(VertexOut pIn) : SV_TARGET
{
	float4 color = colorMap_.Sample( colorSampler_, pIn.tex0 );
	
	color = color*pIn.color;
	
    return color;
}

)";